/Engine/Source/Runtime/Renderer/Public/SystemTextures.h
Encapsulates the system textures used for scene rendering.
class FSystemTextures : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)
TRefCountPtr<I...
AsciiTexture
ASCII Standard character set - IBM code page 437 (character 32-127)
TRefCountPtr<I...
BlackAlphaOneDummy
Float4(0,0,0,1)
TRefCountPtr<I...
BlackArrayDummy
Dummy texture array with 1 black slice.
TRefCountPtr<I...
BlackDepthCube
TRefCountPtr<I...
BlackDummy
Float4(0,0,0,0) can be used in additive postprocessing to avoid a shader combination
TRefCountPtr<I...
CubeArrayBlackDummy
TRefCountPtr<I...
CubeBlackDummy
Float4(0,0,0,0) cube textures.
TArray<FDefaul...
DefaultBuffers
TRefCountPtr<I...
DefaultNormal8Bit
Float4(0.5,0.5,0.5,1)
TArray<FDefaul...
DefaultTextures
Default textures allocated on-demand
TRefCountPtr<I...
DepthDummy
Depth texture that holds a single depth value
ERHIFeatureLeve...
FeatureLevelInitializedTo
Maximum feature level that the textures have been initialized up to
TRefCountPtr<I...
GGXLTCAmp
TRefCountPtr<I...
GGXLTCMat
GGX/Sheen Linearly Transformed Cosines LUTs
TRefCountPtr<I...
GreenDummy
Float4(0,1,0,1)
TRefCountPtr<I...
GTAOPreIntegrated
GTAO PreIntegrated
TRefCountPtr<I...
HairLUT0
Hair BSDF LUT texture
TRefCountPtr<I...
HairLUT1
TRefCountPtr<I...
HairLUT2
FHashTable
HashDefaultBuffers
FHashTable
HashDefaultTextures
TRefCountPtr<I...
MaxFP16Depth
Texture that holds a single value containing the maximum depth that can be stored as FP16.
TRefCountPtr<I...
MidGreyDummy
Float4(0.5,0.5,0.5,0.5)
TRefCountPtr<I...
PerlinNoise3D
Used by the material expression Noise (faster version, should replace old version), todo: move out of SceneRenderTargets
TRefCountPtr<I...
PerlinNoiseGradient
Used by the material expression Noise
TRefCountPtr<I...
PreintegratedGF
Preintegrated GF for single sample IBL
TRefCountPtr<I...
SheenLTC
TRefCountPtr<I...
SobolSampling
Sobol sampling texture, the first sample points for four sobol dimensions in RGBA.
TRefCountPtr<I...
SSAORandomization
SSAO randomization
TRefCountPtr<I...
StencilDummy
Stencil texture that holds a single stencil value.
TRefCountPtr<F...
StencilDummySRV
SRV for StencilDummy Texture.
TRefCountPtr<I...
VolumetricBlackAlphaOneDummy
TRefCountPtr<I...
VolumetricBlackDummy
Float4(0,0,0,0) volumetric texture.
TRefCountPtr<I...
VolumetricBlackUintDummy
TRefCountPtr<I...
WhiteDummy
Float4(1,1,1,1) can be used in case a light is not shadow casting
TRefCountPtr<F...
WhiteDummySRV
SRV for WhiteDummy Texture.
TRefCountPtr<I...
ZeroUIntArrayDummy
Dummy 0 Uint texture for RHIs that need explicit overloads.
TRefCountPtr<I...
ZeroUIntDummy
Dummy 0 Uint texture for RHIs that need explicit overloads.